Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 733739 times)

I had the beta version of bug mod 2 till I re downloaded the add on. Now it won't show up on my server anymore.
Idk why it's not wanting to work on my server now.
I know it's not having to many add-ons abled because I disabled most of them I'm not using atm.
I'll just have to use bug mod 1 till mod 2 gets released to rtb unless the problem gets resolved some how.
« Last Edit: March 10, 2013, 03:24:08 PM by HanHan13 »

Sorry there folks, Army made a no-test patch, there was a syntax error in the server.cs (Silly Army, you can't create a function inside an if-block or an else-block).
I fixed it and uploaded it to my own mediafire:
Grab the temporary patch of the patch of the BM2 BETA here!
« Last Edit: March 10, 2013, 04:13:40 PM by lordician »

Fixe--

Sorry there folks, Army made a no-test patch, there was a syntax error in the server.cs (Silly Army, you can't create a function inside an if-block or an else-block).
I fixed it and uploaded it to my own mediafire:
Grab the temporary patch of the patch of the BM2 BETA here!

Beat me by several seconds haha.

And yes, silly me. I would have caught that issue usually, but it was late when I sent up the first edit. :S

Fixe--

Beat me by several seconds haha.

And yes, silly me. I would have caught that issue usually, but it was late when I sent up the first edit. :S
Check out the new dropbox folder and the readme file.
We should consider using that for situations like this. :)

I edited my patch post to contain the always up-to-date version of BM2 public beta. (not the one we use, just the public beta release...)
So if we have to patch something, we don't have to worry about the link, we only have to ask you guys to redownload it. :D
« Last Edit: March 10, 2013, 04:15:45 PM by lordician »

The problem has been resolved and I have the beta version of Bug mod 2 again, yay! :D

With the addition of bots, I think it's time to say goodbye to the Zombie mod.
I will be converting things starting next week. I've been looking through the bot scripts, and it looks much more flexible than Rotondo's old mod.

The only possible roadblock that I see with the new system is this: none of the default bots have UI names, and therefore to do not show up in 'change datablock' event lists.
I haven't tested anything out yet, but I'm afraid this might mean that there could be issues with 'player controlled bots'.

I kinda doubt that is the case though, so hopefully we will finally see some proper AI bugs. :)

With the addition of bots, I think it's time to say goodbye to the Zombie mod.
I will be converting things starting next week. I've been looking through the bot scripts, and it looks much more flexible than Rotondo's old mod.

The only possible roadblock that I see with the new system is this: none of the default bots have UI names, and therefore to do not show up in 'change datablock' event lists.
I haven't tested anything out yet, but I'm afraid this might mean that there could be issues with 'player controlled bots'.

I kinda doubt that is the case though, so hopefully we will finally see some proper AI bugs. :)
Adding an UIname wouldn't bee a problem. :P
Like really, you will need a datablock for sure and well adding an UIname shouldn't matter. :)

With the addition of bots, I think it's time to say goodbye to the Zombie mod.
I will be converting things starting next week. I've been looking through the bot scripts, and it looks much more flexible than Rotondo's old mod.

The only possible roadblock that I see with the new system is this: none of the default bots have UI names, and therefore to do not show up in 'change datablock' event lists.
I haven't tested anything out yet, but I'm afraid this might mean that there could be issues with 'player controlled bots'.

I kinda doubt that is the case though, so hopefully we will finally see some proper AI bugs. :)

I approve, as this also means less direct dependencies, and thus less datablocks.

Now if only we had some of the other AIs converted... :S

I approve, as this also means less direct dependencies, and thus less datablocks.
I don't believe this really lowers the amount of datablocks by many. :P
Though Gamemode_zombie isn't needed anymore, the default bots need datablocks too. :)
Though this switch is really a good improvement.

I don't believe this really lowers the amount of datablocks by many. :P
Though Gamemode_zombie isn't needed anymore, the default bots need datablocks too. :)
Though this switch is really a good improvement.
Gamemode_Zombie is partly what I meant in that, cause even your cut version was rather pricey at times. The AI for Blockland seems more centralized on specific bots instead, which basicly means you can disable them as needed.

I'm having fun using these with Badspot's bots

I'm having fun using these with Badspot's bots
Well, just wait until we remove the dependency of Gamemode_Zombie. :D
It will make it a bit better. :)

When will the server start this time?

So, toying with the idea- once we get Bug Mod supported by AI, who'd be up for a objective-based mission focused on the bugs vs. AI enemies? Just curiousish ','

So, toying with the idea- once we get Bug Mod supported by AI, who'd be up for a objective-based mission focused on the bugs vs. AI enemies? Just curiousish ','
Instead of Bug AI, MAS Ai?